// shader.frag
#version 330 core

uniform vec3      iResolution;
uniform float     iTime;
uniform float     iTimeDelta;
uniform int       iFrame;

in vec2 fragCoord;
out vec4 fragColor;

void main() {
    vec2 uv = fragCoord;
    vec3 col = vec3(0.0,0.0,0.0);

    float x = uv.x;
    float y = uv.y;
    if (x * x + y * y < 0.64) {
        col = vec3(1.0, 1.0, 1.0);
    }
    
    fragColor = vec4(col,1.0);
}

